![]() It’s out there to be played however a user wants to. Personally, I like playing on my iPhone better than the tablet. It’s about whatever feels comfortable for you. Do you have any recommendations along those lines?Ĭarroll: None at all. GamesBeat: Right off the bat, it seemed like if I placed it flat on a table, it was easier for me to maneuver. ![]() They can place the controls in whatever way feels comfortable for them. If they’re left-handed, they can move their consumables over to the other side. If they don’t want a dual-stick style, they could move both buttons to one side. We built the controls to be fully customizable, so the user can move the interface around however they want. You get more sensitivity and accuracy there. It’s easier to conceive on the PC.Ĭarroll: The keyboard and mouse is definitely easier. GamesBeat: The touch-screen controls seem to be the tough part of designing this experience. Maybe they were watching TV and the commercials come on. They come in, play a battle or two, and then go about whatever else they were doing. We’ve seen people play for upwards of an hour, but that might be over several sessions. It’s in line with the way people play mobile games. That’s what we’ve seen in the early results of player experiences. We expect each map to be a five- or six-minute battle. In general, the play experience is faster. We’ll be adding more of those as we go on, but we think that’s a good place to start. GamesBeat: How many choices of tanks do people have right now? How many maps?Ĭarroll: Currently, we have 90 tanks from three countries – the United States, Germany, and Russia. You play against real people in real-time, having an experience that’s on par with the PC version. It’s not as if you’re playing against bots or in an asynchronous experience. What we wanted to be sure of with this title is that it’s truly experience. In North America alone right now, we have more than 3,000 people playing concurrently, and we can take on a lot more than that. We have a very high concurrent player capability. We can have seven on seven synchronous matches in our game right now. It was more about the synchronous play style. People don’t take as much time to polish as you have.Ĭarroll: It wasn’t necessarily about the polish. GamesBeat: What was the hardest thing about this? Normal mobile games take perhaps six months, nine months to make. The graphics and the player experience, we built those for mobile exclusively. The synchronous connectivity we were able to bring right over to mobile. That’s what we use on the PC and Xbox titles. But all the server side, the backend stuff, is part of our Bigworld technology. GamesBeat: Did you have to create the graphics engine from scratch? Was anything reusable?Ĭarroll: We used our own internal technology there. This is a mobile game from the ground up. We didn’t want to necessarily make a port of the PC game. We built the controls, the experience, to play on a tablet or a smartphone. For the mobile game, though, we built a lot of things from the ground up. We’re fortunately able to use a lot of technology that we use for our web games – server technology, a lot of the art and style of the game. They tend to take a lot less time and smaller teams to make.Ĭarroll: We’re on par with a lot of triple-A titles out there. GamesBeat: It’s very different from other mobile games. Players enjoyed it over there, so it’s ready for the world market. We’ve had a soft launch in Europe for the last month or so, making sure that everything runs smoothly. Rob Carroll: We’ve been in development with this game for about two years. GamesBeat: You launched Blitz last night.
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